Unity 3d ondular terrain generation











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I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
The terrain has to be ondular with ups and downs, like this:



https://imgur.com/a/prTuRl0



i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



problem:



https://imgur.com/a/sdZp1qQ



perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.










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    up vote
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    down vote

    favorite












    I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
    The terrain has to be ondular with ups and downs, like this:



    https://imgur.com/a/prTuRl0



    i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
    the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



    i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



    problem:



    https://imgur.com/a/sdZp1qQ



    perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.










    share|improve this question
























      up vote
      -1
      down vote

      favorite









      up vote
      -1
      down vote

      favorite











      I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
      The terrain has to be ondular with ups and downs, like this:



      https://imgur.com/a/prTuRl0



      i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
      the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



      i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



      problem:



      https://imgur.com/a/sdZp1qQ



      perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.










      share|improve this question













      I am making a 3d game where i have to do some terrain generation to have an infinite and random level.
      The terrain has to be ondular with ups and downs, like this:



      https://imgur.com/a/prTuRl0



      i used perlin noise to generate a terrain, with multiple planes in a queue, updating them as the player goes forward(i have the Z position of the last plane, so when i update when i peek from the queue the first in line, dequeue it and enqueue it again with new vertices, through mathf.PerlinNoise(0, zPosition))
      the reason why i have a 0 in the first parameter is so that the planes are uniform in the x axis



      i'd like to have a gameplay similar to dunes but in 3d, where the player controls a ball, clicking while grounded gives it speed, clicking while on air brings it down, and he can get score and streaks by smoothly going through downhills or die if he crashes against an uphill



      problem:



      https://imgur.com/a/sdZp1qQ



      perlin noise isn't always up and down as i need it to be, sometimes it has those curves in the middle that make the ball jump and have weird not desired movement... appreciate any help on this subject.







      c# unity3d procedural-generation






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      asked Nov 17 at 15:00









      Fábio Ramos

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          I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
          Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






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            I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
            Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






            share|improve this answer

























              up vote
              0
              down vote













              I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
              Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






              share|improve this answer























                up vote
                0
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                up vote
                0
                down vote









                I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
                Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again






                share|improve this answer












                I fixed this problem by using the Normal Distribution Function to generate the waves, by messing with the parameters, i can add width or height to my wave
                Using 5 planes per "wave" (each wave is a gameobject array of 5 planes), and simply going through the vertexes in the x axis, changing all their heights to the same value calculated in the function, incrementing x and doing it again







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 19 at 17:17









                Fábio Ramos

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